The Sinking City 2 Story Walkthrough: Complete Library Annex Guide
Follow our detailed Sinking City 2 story walkthrough covering floodgates, combat, puzzles, and the Library Annex from start to finish.
Surviving the Flood: An Intro to Calvin's Journey
The flooded streets of Oakmont hide horrors around every corner, and The Sinking City 2 story walkthrough is your essential companion for navigating them. Calvin Rafferty's desperate search for a cure to Faye Bennet's curse kicks off a tense survival-horror experience that demands sharp reflexes and smarter thinking. Whether you're piecing together clues in the Investigation Space or fending off Slitherworm-possessed monstrosities, this The Sinking City 2 story walkthrough breaks down every critical step from the opening cutscene through the Library Annex.
The game blends classic Lovecraftian investigation mechanics with resource-scarce combat, meaning every bullet and healing item counts. Players familiar with the original Sinking City will notice meaningful evolution in how exploration, puzzle-solving, and enemy encounters interweave.
Getting Started: The Study Room and First Steps
After the opening cutscene, Calvin sits at Faye's bedside — the ritual they attempted has clearly failed. From here, you begin in a study room with two Codex Entries on the tables. These collectibles flesh out the world's lore, so grab them before moving on.
Early Exploration Checklist
| Location | Item | Purpose |
|---|---|---|
| Study Room (tables) | 2 Codex Entries | Lore building |
| Kitchen (cabinet) | 1 Codex Entry + Photograph | Additional context |
| Hallway | 1 Codex Entry | Story detail |
| Balcony descent | 1 Codex Entry | Final pre-boat pickup |
- Head through the door and take the first left into the kitchen
- Return to the hallway and proceed through the door at the end
- Exit via the balcony door and follow the path to your boat
Once you're on the water, sail toward the Library sign. Calvin calls for Harry to open the gate, but silence answers back. Dock on the right side near the gate — your real work begins here.
Opening the Floodgate: Fuses, Notes, and First Combat
This section introduces several core mechanics: Safe Rooms, the Investigation Space, document linking, and your first combat encounter. It's the mechanical foundation for everything that follows.
Key Objectives at a Glance
| Objective | Location | Reward |
|---|---|---|
| Find Electrical Fuses | Radio Store (locked) | Progresses main story |
| Gate Switchboard note | Bar counter | Unlocks Investigation Space |
| Gate Fuses and Wires note | Apartment 5 (crawl space) | Connectable clue |
| Safe code | Apartment 6 kitchen | Dolorocide Pills + Ammo |
| From A Sister note | Radio Store counter | Safe code clue |
Enter the building through the window near the dock and cross the bridge. You'll find Harry on the ground and a broken floodgate switch. The mechanism needs Electrical Fuses to function.
Safe Room Discovery: Look for a door marked with a strange symbol. Inside, interact with the gramophone to save your progress. The suitcase lets you stash items accessible from any future Safe Room — use it to offload surplus supplies.
Investigation Space and Document Linking
Pick up the Gate Switchboard note from the bar counter. This unlocks the Investigation Space, where you connect related documents to solve puzzles and earn Talent Points. Later, after finding the Gate Fuses and Wires note in Apartment 5, link these two documents together for a free Talent Point.
Navigating the Apartment Building
- Enter the apartment building next to the bar through the half-open door
- Grab the building map and Handgun Ammo from the small room on the right
- Head upstairs — two doors await: Apartment 5 and Apartment 6
- In Apartment 6: find a locked safe and the To Martin note
- In Apartment 5: kick the barrels, drop through the floor hole, collect Chemicals
- Crawl through the hole to reach the area behind the Radio Store
Safe Code Solution: The From A Sister note in the Radio Store hints at the safe combination. Connecting it with the To Martin note in the Investigation Space reveals the code: 1908, the Radio Store's opening year. Inside you'll find Dolorocide Pills and Handgun Ammo — but unlocking it spawns monsters, so be ready.
First Combat Encounter
Picking up the Electrical Fuses triggers a cutscene and your first fight. Player experience suggests the following approach works best:
- Target glowing weakpoints that appear on different body parts to stun enemies
- Follow up with melee attacks to conserve ammunition
- After exiting the Radio Store, additional Slitherworm-possessed bodies will attack — fight or evade based on your ammo reserves
Reaching the Library Annex: The Second Floodgate
With fuses in hand, return to the floodgate switch. Insert the fuses into the Fuse Box and solve the placement puzzle — three fuses must sit in specific slots to complete the circuit. Pull the lever to open the gate.
Expect one more monster ambush on your way back to the boat. Take it down, then sail toward the Library Annex.
Second Floodgate Sequence
As you navigate the flooded district, another floodgate blocks your path. An explosion erupts on the far side. Dock at the nearby pier and proceed:
- Climb the wooden stairs and enter the building through a hole in the wall
- Grab the Dolorocide Pill and Codex Entry from the table near the stairs
- As you ascend, monsters break through a lower door — do not engage
- Sprint forward to the broken wall on the upper floor and jump out
- Continue up the stairs to find the floodgate switch on your left
- Activate it, kick down the ladder, and return to your boat
This sequence teaches a critical lesson: not every encounter needs fighting. Running past overwhelming enemy groups is a valid and often necessary strategy in The Sinking City 2.
Inside the Library: Exploring the Main Zone
After docking at the Library Annex pier, a cutscene triggers and drops you into a dark, flooded library. This area is dense with items, enemies, and environmental puzzles.
Library Exploration Route
| Area | Key Items | Threats |
|---|---|---|
| Entrance (drawer) | Handgun Ammo | None |
| Archive hallway | Map, ERC crate | None (yet) |
| Conference Room | Metal Scrap, Codex Entry | Brief monster sighting |
| Restroom | Handgun Ammo | One monster from water |
| Upper level | Healing Herbs, Codex Entry | Multiple Slitherworms |
ERC Crate: Before entering the half-open door deeper into the library, turn left to find a map on the wall and an Emergency Relief Crate. You can't open it yet — return later with the E.R.C. Activator Pen to claim a handgun accessory.
Conference Room and Restroom
Move through the hallway to the Conference Room. Loot the cabinet for Metal Scrap and inspect the chalkboard for a Codex Entry. A small monster briefly appears and vanishes — remember it for later.
Continue to the Restroom. Squeeze through the wall opening into a projector room. A monster emerges from the water immediately — eliminate it. Check behind the projector for Handgun Ammo, then take the left door to the main library section.
Accessing the Restricted Section
The upper library level introduces the game's first major environmental puzzle involving wall cranks and a bookshelf.
Crank Puzzle Solution
- Ascend the broken floor slope to the upper level
- Interact with the first crank on the right wall to move a nearby shelf
- Attempt to pass through — a monster pushes you off the ledge
- Fight the enemies on the lower floor and return via the slope
- Find the second crank behind the bookshelf you moved
- Interact with the second crank, then interact with the first crank again
- The path to the Restricted Section opens
This double-crank mechanic is a recurring puzzle type throughout the game. Mastering the sequence — crank one, crank two, crank one again — saves time on future encounters.
The Glowing Book and Corentin
Enter the Restricted Section and interact with the glowing book on the pedestal to trigger a cutscene. After it ends, you'll hear a scream. Move the cabinet blocking the door, navigate through a room filled with strange organic growth, and enter the hallway.
Take the second door on the right to meet Corentin. This conversation sets your next objective: travel to the Devil's Reef Hotel to find and retrieve Lorelei.
Final Library Pickups
Before leaving the library:
- Access the Safe Room on your left
- Pick up the E.R.C. User Manual near the Safe Room door
- Grab the E.R.C. Activator Pen — return to the ERC crate you found earlier for a handgun accessory
- Exit through the window to reach your boat
For more details on the game's mechanics, story, and development, visit the official Steam page for The Sinking City 2, which includes developer updates and community discussions.
Combat and Resource Management Tips
Throughout this opening chapter, resource scarcity is your biggest threat. Here's what experienced players recommend:
| Resource | Best Use | When to Conserve |
|---|---|---|
| Handgun Ammo | Stunning monsters at range | Fighting single, slow enemies |
| Melee attacks | Finishing stunned enemies | Always viable when safe |
| Dolorocide Pills | Emergency healing only | Above 50% health |
| Chemicals | Crafting later items | Save until recipes unlock |
- Always check drawers, cabinets, and shelves — supplies hide in plain sight
- Use the Investigation Space to connect every note you find for Talent Points
- Store excess items in Safe Room suitcases to avoid inventory bloat
- When multiple enemies appear in tight spaces, running is often smarter than fighting
FAQ
What is the main objective in the first part of The Sinking City 2 story walkthrough?
Calvin Rafferty must reach the Library Annex to find a book containing answers for breaking Faye Bennet's curse. Along the way, he navigates flooded streets, fixes floodgates, and fights Slitherworm-possessed monsters.
How do I unlock the safe in Apartment 6?
The safe code is 1908, the opening year of the Radio Store. Find the From A Sister note in the Radio Store and the To Martin note in Apartment 6, then connect them in the Investigation Space to reveal the clue.
Where do I find the E.R.C. Activator Pen in the Library Annex?
After meeting Corentin near the end of the library section, check near the Safe Room door. The pen sits next to the E.R.C. User Manual. Use it on the Emergency Relief Crate you found earlier in the Archive hallway to claim a handgun accessory.